#version 330 core uniform sampler2D diffuseMap; uniform vec2 textureTiling; in vec2 fragTexCoord; in vec2 fragTexCoord2; in vec4 fragColor; out vec4 outColor; void main() { vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTexCoord2)) / textureTiling; outColor = texture(diffuseMap, texCoord); }